Combat being "Boring and static..." is a incredibly generic complaint that could mean any of a thousand things. Furthermore boring is a completely subjective perspective that is unhelpful in determining exactly what it is that makes you not enjoy this aspect of the game. As for combat being static, depends on in which way you mean it - if you are talking about the combat being static in the sense of WoW or even GW1 where you run up, use your skills and don't move, then you are just plain factually wrong. If you mean it in the sense of that the meta of the game is not dynamic enough and that each run of a dungeon is much the same as the last one, then well yes but people are gonna figure out the most effective way to do something no matter how you design the game.

There are problems with GW2 combat for sure, lack of meaningful interaction between professions, the constant stack and LOS tactics, trash mobs being skip-able, bosses (for the most part, not always) being giant HP sponges that take way too long to kill without a full dps party, bosses without meaningful differences in combat mechanics, the defiant mechanic and so on and on. I could make a long list of things that needs addressing and to my knowledge none of these things have been officially acknowledged by Anet as things they are working on, mind you that doesn't mean they aren't.

From a bigger perspective I would say ArenaNet is not at all transparent with the community, and for the most part (there's a few exceptions with a select few devs on the forums) they are not interactive with us either. Even with something as the CDI it's more us giving feedback, them reading it and picking and choosing what to work at without interacting with us much at all. They will never ever announce anything they are working on unless they are weeks from releasing it (because they think the community can't handle it if they need to scrap the system or rework it so it gets delayed.) Take the living Story S02 as an example, we're 4 weeks away from the start of the next season of the Living story and all they did for a release page was a picture of a portal and a date, no real information what so ever. And they are extremely tight lipped about patches in general, often sneaking in updates to dungeons and various parts of the game without putting them in the patch notes. So overall I'd personally rate ArenaNet's transparency and interactivity with the community at a 3/10.

There will always be inflation in a game like this. Always. Gold sinks are useless for fighting inflation unless they are so strong that playing the game becomes a chore. I can show you the math of that if you want, though understanding it by common sense is very easy.

Everything is based on party damage, so tagging multiple enemies becomes a one hit affair. When average mob dies to the zerg in 1-2s, as an individual, you may not get enough hits in to warrant a tag, especially on champ mobs or vets. With a party, it's much easier to guarantee that.

I'm not 100% on this, but this is the way I chose to understand what people have said, and it makes sense to me.

This may not help much since I could only take preview shots and my sylvari is female. Looks like hair sinks a bit into shoulder, but it wont do much side movement when running. Also, it wont stretch when character runs, like some longer human hairstyles do.

Edit. the glow on that hairstyle is really beautiful (this is my necro).

They are charging gems for a convenience, which is exactly what the gem-store should be used for.
Had it not been possible to change it in-game without paying massive amounts of gold I would have agreed, but now it is quite easy and cheap to simply port to a town and change them.

Psh. Originally, Trait respecs were going to be free... then they changed it, and I said at the time they were artificially limiting parts of the game to add to the Gemstore later. Sad thing is, it's not even the worst example of this.

The problem is the attitude of the guy while representing Anet. It sheds a bad light on the company as a whole because this is just very very bad community management. I hope Martin makes an appearance and we get an official statement because I don't want to play a game where I'm told I ruining it for "playing how I want to play".

And honestly: they tick for +565 so the GvG doesn't even infringe on normal WvW...

But I'm actually not here to argument but just to spread the word (I don't even GvG).

Corrupt Boon is your best friend against Elementalists. Fear them when they need to pop a real heal, wait for the stability to pop up, then corrupt it back into fear. Of course this won't work on every single elementalist every single time, but it's a magnificent way to turn the tides when necessary.

Im fed up. Im fed up with people moaning, crying, complaining or boasting, claiming and bragging about how Tequatl requires "so much co-ordination" and "everything must be organised!" to the point of disgust (long story.)

Why? Because. It. Doesnt. It is a fight with extremely simple mechanics split into two. Why do people fail all the time? Because they are bad and that has a multiplied effect on the fight because of how many people there are.

The whole fight is simple, requires no organisation and would be faceroll if people were anywhere close to competent. You dont need organisation, you need to play correctly. The ONLY organisation i see is stacking for turret buffs, which is somewhat useful. Thats nothing. "Stack together near teq" - people comply - done. You dont need voice comms.

Here is a standard list of things you should be doing in the three locations you're expected in.

1) On tequatl.
-DPSing boss from range.
-Avoiding AoE (Poisons SHOULD be quickly cleared from you by turrets which just leaves the wave)
-Perhaps stacking (depending, optional.)

2) On a turret.
-Using 2-skill off cooldown provided he has stacks. (always.)
-Spamming 1 on tequatl.
-Using 3 whenever you see a poison cloud remotely close to a group of players.
-Using 4-5 whenever you can be bothered on a large group of players. (Pretty much optional)
-Never attacking anything other then tequatl.

3) Defending a turret.
-Killing shit.
-Repairing BEFORE they explode

Doing all these things results in winning. You dont need organisation, you dont need voice comms, you dont need ascended gear, you need a brain.

As you can see 1 and 3 are things you should be used to already. DPS, avoid aoe, maybe stand in a specific spot, simple. 2 is a bit different but an easy mechanic, focus tequatl, press 1 and 2, use 3 on green clouds 4-5 on groups if u want. NOT. HARD.

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Im fed up with people talking crap about how you need to organise the whole server, no you dont. AFk'ers and taggers make up for alot of a standard attempt, this scales tequatl to ridiculous levels with a bunch of afk people not compensating for it. Then you have people on turrets NOT doing the simple mechanics required for the fight to go well. Then you have everyone leaving downed / dead players and not ressing, along with nobody avoiding the aoe.

Seriously, how can people cry about needing organisation and communication when its as simple as this? Pull your heads out of the sand people. You dont need to organise the entire server on voicecomms with perfect movement and precision, jesus stop using that as a brag tool or to compensate for your inept-ness